External Links

ReadMe content

About

WWII Reality - A reality mod for Battlefield 1942, created by Pilot_51 of X-Clan.

This mod started with some ideas over a few weeks. As I was working on my naval map, Battleship, and trying to modify vehicles to be visible at a greater distance and adding full support for multiple ships of the same type, I discovered that while the file structure of a map is very similar to that of a mod, the network code didn't support that level of modification. To do what I wanted to do I literally needed to include all the original ships in their entirety with the map and make the modifications there. That would've been a waste of time and effort for one map, so I decided it would be best if I did that with a mod instead and just added support for my map to the mod.

About the time I started getting serious for doing this mod, I was also thinking of making another map considerably larger than the "large" size that Battlecraft creates. The map as I imagined it would've been focused heavily on dogfighting to make use of that extra space. Anyway, long story short, I asked my clan what they wanted me to do first (that map or this mod) and it came down to this mod.

During early development, there was much research involved and I learned many things about WWII weapons and vehicles and the inner workings of BF1942. A year before I started I didn't expect that I would get to know so much about modding. There are some popular mods that similarly improve the realism of BF1942, but they've left out a number of the things that I've done to make it look and feel more realistic. I'm not saying that this mod is better than those mods, I'm just saying that I've had a different focus on how to make it realistic. Due to my experience, my focus is more on the coding than the customized models and effects, which I've found to be a very enjoyable and rewarding experience.

Installation

If the folder already exists and you want to keep it, back it up before installing the mod. Changing the filename of the folder will usually cause BF1942 not to start.
If you do not know how to extract the files, please do not contact me, look for other sources of information such as the help documents for your operating system or the archiver you use or try searching online with a search engine like Google.

Recommended settings

This mod does not override settings that can be configured with the Black Bag Operations Server Manager. To live up to the intended purpose of this mod, here are the recommended server settings:

Disable External Camera Views

Disable Freelook Camera View

Disable Death Camera to Show Killer

Disable Nose Camera View in Aircraft

Disable Hit Indication

Disable Crosshair Centerpoint

Set Nametag Distance (both normal and aiming) to 0

Set Friendly Fire and Splash Damage to 100%

Set Kickback to 0%

Set Gravity in BFSM to -10 or physics.gravity in ServerSettings.con to -9.81 (more realistic object physics, but soldier jumping is weird)

Voice chat is recommended for players. Here are some suggestions to make the voice chat more realistic, but depending on the voice chat program or how you want players to interact, you might not use some of these.

Separate teams into subchannels under the server channel

Separate squads into subchannels under the team channels

Use fading positional audio so the voice of other players sounds like they're talking from their character and fades as they get further, this can replace or work along with the above suggestions if implemented correctly

Allow cross-communication between squad/team leaders via PTT 'radio'

Personally, I recommend Mumble for voice chat, which can do everything suggested here.

Legal stuff

Please do not claim this mod as your own or try making money from it. You may modify it and give it out as long as you mention me as the creator (i.e. 'Created by: Pilot_51/modified by: you') and I suggest you keep this information file with it. I ask that you notify me if you want to use this mod for any project including distribution of the original or research/ideas for another mod. As long as you follow these simple rules, I encourage the modification, distribution, and use of my mod.

I am not responsible if this mod causes problems with your game or computer. I have tested it to work without causing problems outside the mod itself. In most cases, if it causes problems or simply doesn't work, it's because it was installed incorrectly. The instructions in the Readme should be very clear and I'm not sure how much clearer I could make it (some people have still had problems understanding it), so if you're having trouble ask someone who has installed BF1942 mods before.

Things to contact me about

Contact me with bug reports, suggestions, questions, or comments (basically anything to do with my mod, big or small) with any of the communication mediums listed below. Don't forget to mention the version of the mod you have. If you include your nickname with the bug report or suggestion and I use it, I'll add you to the credits below. The credits are in alphabetical order and I will update any names that I find have changed. It's possible that I missed a few, so if you're not in the credits and you've contacted me with a suggestion or bug report that I used, please let me know and I'll add you to the credits.

Suggestions

If you have any suggestions, post them in the Talk (discussion) page and I'll most likely list them here. Credit isn't given in the main credits until at least one suggestion from the person is implemented.

-Fish [suggested by JJ-(X)]
-Add more planes (about 10) to the carrier decks [suggested by rome8800]
-Make ships sink slower [suggested by JJ-(X)]
-Explosive fuel drums [suggested by JJ-(X), modified Forgotten Hope code provided by RussianComrade]
-Weather [suggested by Jason9811, modified Forgotten Hope code provided by RussianComrade]
-Make explosions (such as grenades) and blasted soldier animations more realistic [suggested by JohannesdeN]
-Parachutes only work for players with an aviator/pilot or airborne/paratrooper class [suggested by JJ-(X)]
-Bayonets [suggested by JJ-(X)]
-Third-person soldier brings weapon up to face when aiming through ironsight/scope [suggested by JJ-(X)]
-Range-limited ExpPack detonator [suggested by JJ-(X)]
-Flamethrower [suggested by Rubynator-(X)]
-Limit ammobox supply [suggested by JJ-(X)]
-Ammo boxes for individual ammo types [suggested by Jason9811]
-Drawing with knives [suggested by Animemax-(X)]
-Tanks fitted with dozer [suggested by |SAS|Pfc.Tippy_1stPLT]
-Limit number of times a particular class can spawn, maybe changing dynamically according to condition of battle [suggested by exdeath]
-Let planes land on water if they are going slow, and die if they go too fast (if possible) [suggested by Devildog-(X)]
-Increase the bomb damage and splash from the bomb. [suggested by Devildog-(X)] "in wwii, divebombers could make a tiger tank cartwheel through the air by placing a bomb right infront of it."

The following suggestions have already been implemented:

-Underwater mines [suggested by JJ-(X)]

Changes

Note: Generally, to-do is in order of newest on bottom and change history is in order of newest on top.
* = Problem existed in original game (patch 1.61b)

To-do

Release 2 Patch 1 (r2patch1)

-Fix weapon animation lag when using iron sights and walking [reported by an emailer wishing to remain anonymous]
-Fix iron sights not aligning [reported by kiddi1000]
-Fix slow iron sights when frame rate is slow, cause is definitely in animations.rfa [reported by Andrewvio]
-Remove crosshairs for Pak40 and Ju88A
-Replace serverinfo.dds and wwiireality.ico with new logo and maybe add a logo intro video
-Reduce corpse lifetime from 10 to 5 minutes

Next release (r3)

These changes are planned for the next release, many probably won't make it in the final release and some new ones might be added. Fully completed items are removed and can be found in the Change history.
Release 3 will focus primarily on collision, damage, and motion.

-Adjust vehicles for more accurate strengths and weaknesses
-Modify weapon overheat speed (research)
-Make ships sink slower [suggested by JJ-(X)]
-Modify vehicle damage, especially water damage
-Re-arrange class weapons (research)
-Destructible buildings
-Collision physics for all objects as necessary (e.g. turrets)
-Improve vehicle explosions and damage while disabled
-Harmful backblast/flames
-Add bounding boxes to all objects that have complex collision meshes
-Modify collision materials (e.g. so projectiles can collide into each other)
-Back-seat gun for Willy, maybe create a separate vehicle
-Improve landmine detonation trigger
-Make explosions (such as grenades) and exploded soldier animations more realistic [suggested by JohannesdeN]
-Projectile momentum [suggested by JJ-(X)]
-Remove ability to switch positions using number keys on ships
-Limit ammo for stationary weapons (research for a good median)
-Add or remove tracers where necessary (research)
-*Modify Spitfire model to accommodate dynamic flaps
-View ports in vehicles (and any other holes) pass bullets through and players inside are vulnerable
-Remove reverse from planes, add manual wheel brakes, and find a way to roll back
-Inspect and adjust range of motion for cameras
-Allow bullets of a certain type and speed to pass through (limited) certain objects (e.g. sniper bullet passes through a head) (ObjectTemplate.AddToCollisionGroup)
-Limit ammobox supply (ObjectTemplate.AddAmmoType) [suggested by JJ-(X)]
-Modify effects for Katyusha rockets
-Add ability to duck in vehicle hatches
-Adjust positions of first person soldier to match with new gun positions
-*Fix first person stance transition and jump animations
-*Fix grenades to appear to come from the hand rather than some distance in front, without the negative side-effect of the grenade also staying in the hand (likely needs animations modified)
-Add/tweak deviation for projectiles
-Fix single aircraft bomb/torpedo reappearing when empty
-Kit remains as long as body [suggested by JJ-(X)]
-Fix collision problems such as falling through ship decks [reported by JJ-(X)]
-Switch grenade secondary fire to primary fire or consider re-enabling primary fire
-Use Ub_Stand with Ub_StandAim as iron sights
-Intro movie: mimic scenes from BF1942 intro
-Direction of fire never recenters after recoil/reload (prevent snipers from shooting the same spot twice while only using scope for first shot)
-Tanks fitted with dozer [suggested by |SAS|Pfc.Tippy_1stPLT]
-Reduce performance impact caused by excessive dynamic objects (wreckage/corpses)
-Ju88A bombs need repositioned to avoid premature detonation against aircraft [reported by Andrewvio]
-Increase time to throw or detonate TNT or mines
-Vehicle corpses completely stop moving (no bouncing or shaking) to reduce lag
-Add scopes to cannons as necessary
-Recheck Zero armament
-Small amount of health taken away when running full into wall [suggested by zavaboy-(X)]

Likely changes

-Voluntary sonar for submarines and other ships as necessary
-Modify ship motion (research)
-Modify repair/heal speed and capabilities, such as one engineer can't repair a ship and soldiers can't be healed while they're moving
-Adjust speed of motion for mounted weapons
-Additional positions and weapon types for vehicles: torpedo tubes on destroyers, more guns on ships, cannons on planes, etc.
-Allow knife in water
-Engineer can remove wrecked vehicles and medic can remove dead bodies
-2 additional torpedo tubes for patrol boats as necessary (research)
-Operational bomb bay doors, APC doors, and aircraft hatches
-Improve wake effect behind sea vehicles
-Allow removal of explosives while prone/standing and repairing while crouched
-Modify artillery targeting for vehicles as necessary (research)
-Improve depth charge realism for time, depth, and damage effect
-Adjust fade-away and speed of sound
-More realistic shadows
-Change controls for slow-moving cannons (mouse is too slow and tiring with modified weapon speed)
-Blood (probably e_Blood01)
-Reduce soldier crouch/prone collision height
-Rockets propel themselves unassisted by launch velocity, but only if the correct velocity can be matched
-Projectile damage drop-off depend on speed rather than distance
-Improve parachute/falling physics and body positioning
-Soldiers can swim under water
-A mode for film making that enables all external views
-Explosive fuel drums [suggested by JJ-(X)]
-Allow more players to enter large vehicles as passengers
-Underground landminds [thanks to the BattleGroup42 mod]
-Add AI support for all maps in multiplayer conquest mode
-Fuel (engine life time) for all vehicles
-Physical shell casings
-Improve sounds (weapon firing, vehicle engines, etc.)
-Fix reload freezing after 15 seconds in some weapons (not important right now since no weapons with the bug take 15 seconds to reload)
-Parachutes only work for players with an aviator/pilot or airborne/paratrooper class [suggested by JJ-(X)]
-Bayonets [suggested by JJ-(X)]
-Third-person soldier brings weapon up to face when aiming through ironsight/scope [suggested by JJ-(X)]
-Range-limited ExpPack detonator [suggested by JJ-(X)]
-Flamethrower [suggested by Rubynator-(X)]
-Add existing disabled controls: bomb sight, depth charge, and infantry run/special
-Add raft spawn for subs
-Improve visual perspective of ship size (probably by reducing soldier speed)
-Sun glare (not lens flare)
-Drag for all projectiles (tests reveal that it can cause massive lag, but drag is important)
-Visible first-person body and shadow
-*Fix networking for PT raft spawn
-Adjust soldier speed
-Make outside map penalty more realistic (Game.DamageForBeingOutsideWorld)
-Add simultaneous fire (primary fire) and independent firing (secondary fire) to ship cannons; depth charges and artillery targeting will need to be considered
-Allow control of aircraft while using mouselook and allow mouselook to be configured to joystick HAT
-Improve realism of weapon accuracy and recoil
-Allow throttle to remain in position without a player in the driver position
-Ability to drop kit without picking up another kit
-Grenades and other thrown objects can injure or kill players on impact to vulnerable areas of the body
-Match submarine depth indicators to actual meters
-Increase tooltip view time
-Ammo boxes for individual ammo types [suggested by Jason9811]
-*Dead soldiers make vocal sounds when getting run over [reported by JJ-(X)]
-Morse code communication (both visual and audible types)
-Nuke
-Match third-person animations to first-person animations
-Some child objects fall off or apart from parent objects when hit or destroyed, such as helmets or guns falling from soldiers
-Drawing with knives [suggested by Animemax-(X)]
-*Vehicle collisions and shadows don't match wreckage (possible workaround: scrapmetal effects)

Unlikely changes

I believe these are likely not possible, usually due to engine limitations or lack of development resources, or they don't qualify for this mod.

-Specific damage to vehicle parts, affecting control of the vehicle accordingly
-Soldiers drown after about a minute under water
-New WW2 vehicles (might need pre-created models or a modeler to help out)
-Realistic aircraft instruments
-Better explosion effects, especially for cannons
-Fish [suggested by JJ-(X)]
-Timed fuses (AA, TNT, etc.) settable by the player
-Remove proximity fuse from AA once player-settable timed fuse is added
-Sharing of ammunition clips in vehicles, such as the B-17 guns take clips from the same stash
-For planes that shoot through the propeller, sync the firing rate to the prop speed
-Ability to select ammunition type to load into weapon
-Physical water motion effect and controlled anchor for sea vehicles
-Projectiles physically ricochet when below a certain speed/angle
-Dud explosives (rare and random)
-Arrestor cables for carriers and arrestor hooks for carrier planes
-Vehicle enter/exit animations
-Manual transmission for vehicles where necessary (research)
-Control points attached to ships, which when captured (after a long wait) gives the ship to the captors and replaces ship flags (possible, but not very realistic)
-Improve angle/distance blur of textures (anisotropic)
-Earth curvature
-Automatically seeking rockets and torpedoes (probably needs AI code)
-Menu support for higher resolutions
-Delay for entering/exiting vehicles and switching between positions
-Names of weapons and vehicles depend on the team (such as the Zero is called Zeke by the Allies)
-Allow reusing mags with bullets remaining
-Weapons break when overheated too much
-Redesign sonar to be realistic (only works underwater, outward instead of around)
-Allow sharing of ammunition
-Dynamic terrain deformation
-Ammunition and soldiers add weight to vehicles
-Parts break from structural stress
-Radar/sonar sharing among entire team (I'm pretty sure they had to share it by manual communication)
-Aircraft external fuel tanks, droppable and possibly adds fuel
-Limit number of times a particular class can spawn, maybe changing dynamically according to condition of battle [suggested by exdeath]
-*Music plays wrong song in menu when starting with +restart 1

Release 2 [2009-02-01]

-Added background video
-Changed physics.gravity -9.81 back to the default -14.73
-Changed hpLostWhileCriticalDamage to 0 for all land and air vehicles
-Increased time limit for binocular artillary targetting from 120 to 600 seconds
-Renamed music files to default BF1942 names to avoid problems with the music not playing
-Removed modified controlpoints.con files to fix multiplayer crash in Aberdeen, Battle of the Bulge, Guadalcanal, and Market Garden
-Removed endrem with no associated beginrem in ObjectSpawns.con for Guadalcanal and Liberation of Caen
Pre-release 4 [2009-01-12]
-Changed setMapId in all maps from WWIIReality to wwiireality
-Added military music [Thanks to JJ-(X) for helping]
-Tweaked e_ExFumePOW to be even more realistic, especially when fading
-Removed extra spawn groups to fix extremely common multiplayer crash
Pre-release 3 [2008-12-21]
-Added Stunting Grounds and Battleship to lexiconall
-Changed map names in lexiconall.dat to reflect official battle names
-Changed roundOfFire for single-bomb aircraft from 5 (bomb) or 10 (torpedo) seconds to just under 15 seconds
-Changed settings for standard airplane ammo resupply from 4 bombs/sec and carrier airplane ammo resupply from 2 bombs/sec to 1 bomb/50 sec
-Changed/added Reloadtime 30 for aircraft bombs
-Modified JohnsonLMG texture with transparency for iron sight
-Fixed animation transitions to line up with iron sights
-Fixed iron sights for prone
-Fixed some minor errors reported by the debugger that were in the original game
-Changed URL in init.con from forum thread to wiki article
-Added submarine HUD for sub AA guns to restrict exiting the sub while underwater and to limit use of the AA gun underwater
-Changed submarine AA guns
-Fixed Gato torpedoes exploding when launched while turning
-Fixed multiple aircraft bombs not reappearing when reloaded
-Fixed Katyusha rockets not reappearing when reloaded
Pre-release 2 [2008-10-01]
-Added extra spawn groups for cloned ships (44-63)
-Increased limit of submarine depth indicators
-Modified in-game credits
-Changed smoke color for e_MuzzBigAAGun, e_MuzzBigGun, and e_MuzzDefgun
-Changed color and physics for ship smoke
-Removed remaining crosshairs from stationary weapons and vehicles
-Repositioned in-game HUD messages
-Removed radio buttons from HUD (radio commands still work, only hidden)
-Removed primary fire from grenades to force the use of secondary fire (strength build-up)
-Removed first person recoil animation from Bazooka and Panzershreck
-Readjusted X rotation of Colt
-Readjusted Z position of most weapons when aiming through iron sights [suggested by JJ-(X)]
-Increased timetolive for bullet marks
-Changed filenames to lower-case to be Linux-friendly
Pre-release 1 [2008-08-07]
-*Fixed rotation of models for Yamato AA turret/gun models and adjusted positional values to compensate
-Enabled collision physics for ship cannons
-Moved ship cannon geometry from Objects.con to Weapons.con as needed
-Added recoil for destroyer cannons and battleship AA
-Added engine smoke for Enterprise
-Changed e_ExFumePOW (ship engine smoke) to be more realistic and tweaked smoke position on ships
-Changed effects for battleship cannons and AA
-Changed ship cannons to shoot one (per group) at a time
-Changed effect and projectile position for ship cannons and DefGun
-Changed e_MuzzDefGun to be more realistic and created e_MuzzBigGun and e_MuzzBigAAGun to be similar
-Added an extra set of ships and spawn groups
-Changed hitpoints from 300 to 200 for Fletcher and Hatsuzuki to match Fletcher2 and Hatsuzuki2
-Changed timetoliveafterdeath from 86400 to 600 for Fletcher2 and Hatsuzuki2
-Enabled shells for AA_Base, Carrier_AA_Base, and Flak_38
-Added shells for all aircraft guns
-Fixed problem with server map changing
-Removed smoke and sound from AT projectile
-Added collision mesh for ATrocket and used it to replace AT projectile
-Created new bullet model and made bullet projectile visible
-*Fixed rifle switch-fire bug
-*Fixed Aichival prop blur
-Changed Battle of Britain Radar_AA with the same changes as AA_Base
-Modified Enterprise propeller model
-Changed grip type for main wheels on Ju88A
-Fixed network code for aircraft flaps
-Added movable rudders for sea vehicles
-Added axles for PrinceOW
-Changed propeller position for CDNRaft, Daihatsu, Elco80Raft, and Type38Raft
-Added throttle-controlled propellers for sea vehicles
-Added back seat passenger positions for Willy and Kubelwagen and enabled upper-body movement for passengers
-Removed crosshair from ship cannons
-Removed crosshair for secondary (gunner) position of Ilyushin, SBD, and SBD-T
-Removed crosshair for primary position of all aircraft (except B17 and Ju88A which already had it removed)
-Removed 'window fog'
-Changed Landmine mass
-Added deck gun for submarines
-Changed submarine max depth
-Changed AA_Allies SoldierExitLocation
-Made submarine torpedo tubes more realistic
-Added mod copyright and version to the main menu
-Changed rate of fire, muzzle velocity, range of motion, projectile TimeToLive, and removed projectile smoke trail for Pak40
-Added visible bombs for Ju88A and repositioned them
-Fixed conflicts between the added content and original content
-Added objects exclusive to official maps (Battle of Britain, Coral Sea, and Liberation of Caen)
-Repositioned muzzle flash for some hand weapons
-Removed crosshairs from hand weapons
-Removed some first person hand weapon animations to better suit iron sights
-Changed rotation and zoom position of non-scoped hand weapons to line up the iron sights
-Removed zoom from non-scoped hand weapons

Changes by object

Debugger

These are fixes to errors reported by the debugger which have very little or no noticeable side-effect in the game.

-Release 2
-These errors were in the original game
-Removed endrem with no associated beginrem in ObjectSpawns.con for Guadalcanal and Liberation of Caen
-Added rem to "** Clouds" located in skyandsun.con for following maps: aberdeen, battle_of_the_bulge, battleaxe, berlin, bocage, coral_sea, el_alamein, gazala, invasion_of_the_philippines, iwo_jima, kharkov, kursk, liberation_of_caen, market_garden, midway, omaha_beach, stalingrad, tobruk, wake
-Added rem to "-----------------------------Lower Body----------------------------------" located in animations.rfa/animations/animationstatescrouching.con
-Added space between rem and commented content for 2 instances located in objects.rfa/objects/buildings/common/airrep1/objects.con
-Removed "ÿþ" located in objects.rfa/objects/effects/e_explbazooka/effects.con
-Removed "`" located in objects.rfa/objects/handweapons/bar1918/objects.con
-Removed "`" located in objects.rfa/objects/handweapons/dp/objects.con
-Removed "`" located in objects.rfa/objects/handweapons/johnsonlmg/objects.con
-Removed "`" located in objects.rfa/objects/handweapons/type99/objects.con
-Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/move_files/gibb_mroof30_m1/objects.con
-Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/move_files/gibb_mroof30_nc_m1/objects.con
-Added space to "rem***** TRACER ******" located in objects.rfa/objects/stationary_weapons/common/geometries.con
-Removed "§§0" located in objects.rfa/objects/vehicles/land/blackmedal/physics.con
-Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/vehicles/land/flak_38/weapons.con (originally removed, unremoved in mod)
-Removed "§§0" located in objects.rfa/objects/vehicles/land/lynx/physics.con
-Removed "§§0" located in objects.rfa/objects/vehicles/land/willy/physics.con
-Added space between rem and commented content in soldierspawns.con and soldierspawntemplates.con for following maps: aberdeen, battle_of_the_bulge, battleaxe, berlin, coral_sea, el_alamein, gazala, guadalcanal, invasion_of_the_philippines, iwo_jima, kharkov, kursk, market_garden, midway, omaha_beach, stalingrad, tobruk, wake
-Added space between rem and commented content in controlpoints.con for following maps: berlin, kursk, liberation_of_caen, stalingrad
-Added space between rem and commented content in objectspawns.con for following maps: aberdeen, battle_of_the_bulge, berlin, guadalcanal, kursk, liberation_of_caen, market_garden, stalingrad
-Changed wrem to rem in soldierspawntemplates.con for guadalcanal
-Changed `rem to rem in skyandsun.con for battle_of_britain
-Added rem to "*** BOAT WOOD ARMOR ***" located in game.rfa/bf1942/game/damage_system/sg44.con
-Added rem to "*** BOAT WOOD ARMOR ***" located in game.rfa/bf1942/game/damage_system/dp.con
-Added missing NetworkableInfo for HoHa: HoHaSteeringInfo

Menu

-Release 2
-Added background video
-Added military music
-Menu: Washington Post (instrumental)
-Loading: Semper Fidelis (instrumental)
-Win/Debriefing: Army Song (instrumental)
-Lose/CampaignLose: Taps (bugle)
-Modified in-game credits
-Repositioned game status starting or not started
-Repositioned spawn point selected or not selected
-Repositioned time to next spawn
-Repositioned outside map warning
-Removed radio buttons
-Added mod copyright and version to the main menu
lexiconall.dat
-Added Stunting Grounds and Battleship
-Changed map names to reflect official battle names
-Battle of the Bulge
-English: From BATTLE OF THE BULGE to Battle of the Ardennes
-German: From SCHLACHT IN DEN ARDENNEN to Unternehmen Wacht am Rhein
-Berlin
-English: From BERLIN to Battle of Berlin
-German: From BERLIN to Schlacht um Berlin
-Bocage
-English: From BOCAGE to Battle of Villers-Bocage
-El Alamein
-English: From EL ALAMEIN to Second Battle of El Alamein
-Gazala
-English: From GAZALA to Battle of Gazala
-Guadalcanal
-English: From GUADALCANAL to Guadalcanal Campaign
-Iwo Jima
-English: From IWO JIMA to Operation Detachment
-Kharkov
-English: From KHARKOV to Donbas and Kharkov operations
-German: From CHARKOW to Donets Kampagne
-Kursk
-English: From KURSK to Battle of Kursk
-Stalingrad
-English: From STALINGRAD to Battle of Stalingrad
-Tobruk
-English: From TOBRUK to Siege of Tobruk
-Wake
-English: From WAKE ISLAND to Battle of Wake Island
-Coral Sea
-English: From CORAL SEA to Battle of the Coral Sea
-Invasion of the Philippines
-English: From INVASION OF THE PHILIPPINES to Battle of the Philippines
-Liberation of Caen
-English: From LIBERATION OF CAEN to Battle for Caen
-Changed all other map names and languages to capitalized lower case

Effects

-Release 2
-Changed timetolive for e_Decal_Metal, e_Decal_Stone, and e_Decal_Wood (bullet marks) from 1-15 to 300-600 (5-10 minutes)
-Created e_MuzzBigAAGun and e_MuzzBigGun
-Changed ship engine smoke (e_ExFumePOW) to be more realistic: lasts longer, more intensity which is also affected by speed, tweaked physics, tweaked fade color and size
-Changed e_MuzzDefGun, e_MuzzHeavy, and e_MuzzAAgunB (cannon effects) to be much more realistic

Hand weapons

-Release 2
-Removed returnToState Ub_CrouchToStand and added addTransitionWhenDone Ub_StandAim in Ub_CrouchThompson
-Changed returnToState from Ub_LieThompson to Ub_Lie and setMorphFactor from 0.7 to 7 in Ub_LieThompson
-Changed returnToState from Ub_StandAimThompson to Ub_StandAim and setMorphFactor from 0.7 to 7 in Ub_StandAimThompson
-Changed AnimationState Ub_LieThompson with some animations/transitions from stand/crouch to fix iron sights for prone
-Created new bullet model and made bullet projectile visible

Sea vehicles

-Release 2
-Added an extra set of ships and spawn groups
-Release 1
-Removed extra LODs
-Prepared all ships so additional ships can be added with their own spawns without crashing the server (additional ships and spawn groups need to be added manually by code)

AA_Enterprise

Carrier_AA_Base
-Release 2
-Enabled shells
-Changed shell position from 0/0.02/-3.72 to 0/0/-1.5
-Changed positionalSpeedInDof from -2 to -4 for Em_shellAAgun
-Added Destroyed 1 and TimeToLiveAfterDeath 20 for Fx_shellAAgun
-Release 1
-Changed projectile gravitymodifier from 0 to 1
-Changed elevation limits from -80/2 to -90/6
-Changed muzzle velocity from 300 to 881
-Changed ammunition from infinity to 2000 rounds per gun
-Changed rate of fire from 3 to 2 per second